Changes between Version 1 and Version 2 of Intensity_&_Priority
- Timestamp:
- Oct 4, 2010, 8:38:55 PM (14 years ago)
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Intensity_&_Priority
v1 v2 1 '''Audio Implementation - Intensity & Priority'''[[BR]] 2 Sound Sphere Concepts[[BR]] 3 [[BR]] 4 '''Intensity thus far defined as:'''[[BR]] 1 '''Audio Implementation - Intensity & Priority'''[[BR]] Sound Sphere Concepts[[BR]] [[BR]] '''Intensity thus far defined as:'''[[BR]] 2 5 3 {{{ 6 1= number of sources on screen is less than 4 (mono) <br/>7 2= number of sources on screen is 4-9 (stereo) <br/>8 3= number of sources on screen is 10-20 (stereo) <br/>9 4= number of sources on screen is 21-40 (stereo) <br/>10 and so on... <br/>4 1= number of sources on screen is less than 4 (mono) 5 2= number of sources on screen is 4-9 (stereo) 6 3= number of sources on screen is 10-20 (stereo) 7 4= number of sources on screen is 21-40 (stereo) 8 and so on... 11 9 }}} 12 [[BR]] 13 '''Priority thus far has been defined as:'''[[BR]] 10 [[BR]] '''Priority thus far has been defined as:'''[[BR]] 11 14 12 {{{ 15 100= emergency use only (undefined overhead) <br/>16 90= required (voiceover, you are under attack warning) <br/>17 80= rather important (battle sounds, death, destruction) <br/>18 70= rather important (building) <br/>19 60= not so important (resources) <br/>20 50= fluff (ambient - birds, etc.) <br/>21 Allowing for priority ranges between values. <br/>13 100= emergency use only (undefined overhead) 14 90= required (voiceover, you are under attack warning) 15 80= rather important (battle sounds, death, destruction) 16 70= rather important (building) 17 60= not so important (resources) 18 50= fluff (ambient - birds, etc.) 19 Allowing for priority ranges between values. 22 20 }}} 23 [[BR]]24 25 21 [[Image(http://www.wildfiregames.com/~soundfx/EXAMPLES/1SOUNDINT02.jpg)]] 26 22 … … 33 29 [[Image(http://www.wildfiregames.com/~soundfx/EXAMPLES/1SOUNDINTALL.jpg)]] 34 30 35 See additional comments and situations in this discussion:[[BR]] 36 [http://www.wildfiregames.com/forum/index.php?showtopic=7900 How Audio Could Work] 31 See additional comments and situations in this discussion:[[BR]] [http://www.wildfiregames.com/forum/index.php?showtopic=7900 How Audio Could Work]